Files
infinitefusion-e18/Data/Scripts/011_Battle/005_AI/004_AI_Move.rb
2022-03-28 18:04:45 +01:00

296 lines
12 KiB
Ruby

class Battle::AI
#=============================================================================
# Main move-choosing method (moves with higher scores are more likely to be
# chosen)
#=============================================================================
def pbChooseMoves(idxBattler)
user = @battle.battlers[idxBattler]
wildBattler = user.wild?
skill = 0
if !wildBattler
skill = @battle.pbGetOwnerFromBattlerIndex(user.index).skill_level || 0
end
# Get scores and targets for each move
# NOTE: A move is only added to the choices array if it has a non-zero
# score.
choices = []
user.eachMoveWithIndex do |_m, i|
next if !@battle.pbCanChooseMove?(idxBattler, i, false)
if wildBattler
pbRegisterMoveWild(user, i, choices)
else
pbRegisterMoveTrainer(user, i, choices, skill)
end
end
# Figure out useful information about the choices
totalScore = 0
maxScore = 0
choices.each do |c|
totalScore += c[1]
maxScore = c[1] if maxScore < c[1]
end
# Log the available choices
if $INTERNAL
logMsg = "[AI] Move choices for #{user.pbThis(true)} (#{user.index}): "
choices.each_with_index do |c, i|
logMsg += "#{user.moves[c[0]].name}=#{c[1]}"
logMsg += " (target #{c[2]})" if c[2] >= 0
logMsg += ", " if i < choices.length - 1
end
PBDebug.log(logMsg)
end
# Find any preferred moves and just choose from them
if !wildBattler && skill >= PBTrainerAI.highSkill && maxScore > 100
stDev = pbStdDev(choices)
if stDev >= 40 && pbAIRandom(100) < 90
preferredMoves = []
choices.each do |c|
next if c[1] < 200 && c[1] < maxScore * 0.8
preferredMoves.push(c)
preferredMoves.push(c) if c[1] == maxScore # Doubly prefer the best move
end
if preferredMoves.length > 0
m = preferredMoves[pbAIRandom(preferredMoves.length)]
PBDebug.log("[AI] #{user.pbThis} (#{user.index}) prefers #{user.moves[m[0]].name}")
@battle.pbRegisterMove(idxBattler, m[0], false)
@battle.pbRegisterTarget(idxBattler, m[2]) if m[2] >= 0
return
end
end
end
# Decide whether all choices are bad, and if so, try switching instead
if !wildBattler && skill >= PBTrainerAI.highSkill
badMoves = false
if ((maxScore <= 20 && user.turnCount > 2) ||
(maxScore <= 40 && user.turnCount > 5)) && pbAIRandom(100) < 80
badMoves = true
end
if !badMoves && totalScore < 100 && user.turnCount > 1
badMoves = true
choices.each do |c|
next if !user.moves[c[0]].damagingMove?
badMoves = false
break
end
badMoves = false if badMoves && pbAIRandom(100) < 10
end
if badMoves && pbEnemyShouldWithdrawEx?(idxBattler, true)
if $INTERNAL
PBDebug.log("[AI] #{user.pbThis} (#{user.index}) will switch due to terrible moves")
end
return
end
end
# If there are no calculated choices, pick one at random
if choices.length == 0
PBDebug.log("[AI] #{user.pbThis} (#{user.index}) doesn't want to use any moves; picking one at random")
user.eachMoveWithIndex do |_m, i|
next if !@battle.pbCanChooseMove?(idxBattler, i, false)
choices.push([i, 100, -1]) # Move index, score, target
end
if choices.length == 0 # No moves are physically possible to use; use Struggle
@battle.pbAutoChooseMove(user.index)
end
end
# Randomly choose a move from the choices and register it
randNum = pbAIRandom(totalScore)
choices.each do |c|
randNum -= c[1]
next if randNum >= 0
@battle.pbRegisterMove(idxBattler, c[0], false)
@battle.pbRegisterTarget(idxBattler, c[2]) if c[2] >= 0
break
end
# Log the result
if @battle.choices[idxBattler][2]
PBDebug.log("[AI] #{user.pbThis} (#{user.index}) will use #{@battle.choices[idxBattler][2].name}")
end
end
#=============================================================================
# Get scores for the given move against each possible target
#=============================================================================
# Wild Pokémon choose their moves randomly.
def pbRegisterMoveWild(_user, idxMove, choices)
choices.push([idxMove, 100, -1]) # Move index, score, target
end
# Trainer Pokémon calculate how much they want to use each of their moves.
def pbRegisterMoveTrainer(user, idxMove, choices, skill)
move = user.moves[idxMove]
target_data = move.pbTarget(user)
if [:UserAndAllies, :AllAllies, :AllBattlers].include?(target_data.id) ||
target_data.num_targets == 0
# If move has no targets, affects the user, a side or the whole field, or
# specially affects multiple Pokémon and the AI calculates an overall
# score at once instead of per target
score = pbGetMoveScore(move, user, user, skill)
choices.push([idxMove, score, -1]) if score > 0
elsif target_data.num_targets > 1
# If move affects multiple battlers and you don't choose a particular one
totalScore = 0
@battle.allBattlers.each do |b|
next if !@battle.pbMoveCanTarget?(user.index, b.index, target_data)
score = pbGetMoveScore(move, user, b, skill)
totalScore += ((user.opposes?(b)) ? score : -score)
end
choices.push([idxMove, totalScore, -1]) if totalScore > 0
else
# If move affects one battler and you have to choose which one
scoresAndTargets = []
@battle.allBattlers.each do |b|
next if !@battle.pbMoveCanTarget?(user.index, b.index, target_data)
next if target_data.targets_foe && !user.opposes?(b)
score = pbGetMoveScore(move, user, b, skill)
scoresAndTargets.push([score, b.index]) if score > 0
end
if scoresAndTargets.length > 0
# Get the one best target for the move
scoresAndTargets.sort! { |a, b| b[0] <=> a[0] }
choices.push([idxMove, scoresAndTargets[0][0], scoresAndTargets[0][1]])
end
end
end
#=============================================================================
# Get a score for the given move being used against the given target
#=============================================================================
def pbGetMoveScore(move, user, target, skill = 100)
skill = PBTrainerAI.minimumSkill if skill < PBTrainerAI.minimumSkill
score = 100
score = pbGetMoveScoreFunctionCode(score, move, user, target, skill)
# A score of 0 here means it absolutely should not be used
return 0 if score <= 0
if skill >= PBTrainerAI.mediumSkill
# Prefer damaging moves if AI has no more Pokémon or AI is less clever
if @battle.pbAbleNonActiveCount(user.idxOwnSide) == 0 &&
!(skill >= PBTrainerAI.highSkill && @battle.pbAbleNonActiveCount(target.idxOwnSide) > 0)
if move.statusMove?
score /= 1.5
elsif target.hp <= target.totalhp / 2
score *= 1.5
end
end
# Don't prefer attacking the target if they'd be semi-invulnerable
if skill >= PBTrainerAI.highSkill && move.accuracy > 0 &&
(target.semiInvulnerable? || target.effects[PBEffects::SkyDrop] >= 0)
miss = true
miss = false if user.hasActiveAbility?(:NOGUARD) || target.hasActiveAbility?(:NOGUARD)
if miss && pbRoughStat(user, :SPEED, skill) > pbRoughStat(target, :SPEED, skill)
# Knows what can get past semi-invulnerability
if target.effects[PBEffects::SkyDrop] >= 0 ||
target.inTwoTurnAttack?("TwoTurnAttackInvulnerableInSky",
"TwoTurnAttackInvulnerableInSkyParalyzeTarget",
"TwoTurnAttackInvulnerableInSkyTargetCannotAct")
miss = false if move.hitsFlyingTargets?
elsif target.inTwoTurnAttack?("TwoTurnAttackInvulnerableUnderground")
miss = false if move.hitsDiggingTargets?
elsif target.inTwoTurnAttack?("TwoTurnAttackInvulnerableUnderwater")
miss = false if move.hitsDivingTargets?
end
end
score -= 80 if miss
end
# Pick a good move for the Choice items
if user.hasActiveItem?([:CHOICEBAND, :CHOICESPECS, :CHOICESCARF]) ||
user.hasActiveAbility?(:GORILLATACTICS)
if move.baseDamage >= 60
score += 60
elsif move.damagingMove?
score += 30
elsif move.function == "UserTargetSwapItems"
score += 70 # Trick
else
score -= 60
end
end
# If user is asleep, prefer moves that are usable while asleep
if user.status == :SLEEP && !move.usableWhenAsleep?
user.eachMove do |m|
next unless m.usableWhenAsleep?
score -= 60
break
end
end
# If user is frozen, prefer a move that can thaw the user
if user.status == :FROZEN
if move.thawsUser?
score += 40
else
user.eachMove do |m|
next unless m.thawsUser?
score -= 60
break
end
end
end
# If target is frozen, don't prefer moves that could thaw them
if target.status == :FROZEN
user.eachMove do |m|
next if m.thawsUser?
score -= 60
break
end
end
end
# Don't prefer moves that are ineffective because of abilities or effects
return 0 if pbCheckMoveImmunity(score, move, user, target, skill)
# Adjust score based on how much damage it can deal
if move.damagingMove?
score = pbGetMoveScoreDamage(score, move, user, target, skill)
else # Status moves
# Don't prefer attacks which don't deal damage
score -= 10
# Account for accuracy of move
accuracy = pbRoughAccuracy(move, user, target, skill)
score *= accuracy / 100.0
score = 0 if score <= 10 && skill >= PBTrainerAI.highSkill
end
score = score.to_i
score = 0 if score < 0
return score
end
#=============================================================================
# Add to a move's score based on how much damage it will deal (as a percentage
# of the target's current HP)
#=============================================================================
def pbGetMoveScoreDamage(score, move, user, target, skill)
return 0 if score <= 0
# Calculate how much damage the move will do (roughly)
baseDmg = pbMoveBaseDamage(move, user, target, skill)
realDamage = pbRoughDamage(move, user, target, skill, baseDmg)
# Account for accuracy of move
accuracy = pbRoughAccuracy(move, user, target, skill)
realDamage *= accuracy / 100.0
# Two-turn attacks waste 2 turns to deal one lot of damage
if move.chargingTurnMove? || move.function == "AttackAndSkipNextTurn" # Hyper Beam
realDamage *= 2 / 3 # Not halved because semi-invulnerable during use or hits first turn
end
# Prefer flinching external effects (note that move effects which cause
# flinching are dealt with in the function code part of score calculation)
if skill >= PBTrainerAI.mediumSkill && !move.flinchingMove? &&
!target.hasActiveAbility?(:INNERFOCUS) &&
!target.hasActiveAbility?(:SHIELDDUST) &&
target.effects[PBEffects::Substitute] == 0
canFlinch = false
if user.hasActiveItem?([:KINGSROCK, :RAZORFANG]) ||
user.hasActiveAbility?(:STENCH)
canFlinch = true
end
realDamage *= 1.3 if canFlinch
end
# Convert damage to percentage of target's remaining HP
damagePercentage = realDamage * 100.0 / target.hp
# Don't prefer weak attacks
# damagePercentage /= 2 if damagePercentage<20
# Prefer damaging attack if level difference is significantly high
damagePercentage *= 1.2 if user.level - 10 > target.level
# Adjust score
damagePercentage = 120 if damagePercentage > 120 # Treat all lethal moves the same
damagePercentage += 40 if damagePercentage > 100 # Prefer moves likely to be lethal
score += damagePercentage.to_i
return score
end
end